VG_STATIC void player__animate_from_replay( player_instance *player,
replay_buffer *replay ){
- /* TODO: frame blending */
/* TODO: holdout blending (from when the game has to slow down) */
player_animation res;
- replay_frame *frame = replay->cursor_frame;
+ replay_frame *frame = replay->cursor_frame,
+ *next = NULL;
if( frame ){
- memcpy( &res, &frame->anim, sizeof(frame->anim) );
- memcpy( &frame->board_pose, &player->board_pose,
- sizeof(player->board_pose) );
+ next = frame->r;
+
+ if( next ){
+ f32 t = replay_subframe_time( replay );
+
+ struct skeleton *sk = &player->playeravatar->sk;
+ skeleton_lerp_pose(sk, frame->anim.pose, next->anim.pose, t, res.pose);
+ v3_lerp( frame->anim.root_co, next->anim.root_co, t, res.root_co );
+ q_nlerp( frame->anim.root_q, next->anim.root_q, t, res.root_q );
+ res.type = k_player_animation_type_absolute;
+ player->board_pose.lean = vg_lerpf( frame->board_pose.lean,
+ next->board_pose.lean, t );
+ }
+ else {
+ memcpy( &res, &frame->anim, sizeof(frame->anim) );
+ memcpy( &frame->board_pose, &player->board_pose,
+ sizeof(player->board_pose) );
+ }
}
else return;
skeleton_apply_pose( sk, res.pose, k_anim_apply_absolute );
}
-VG_STATIC
-void player_record_replay_frame( player_instance *player,
- replay_buffer *replay, int force_gamestate ){
- f64 delta = 9999999.9,
- statedelta = 9999999.9;
-
- if( replay->head )
- delta = vg.time - replay->head->time;
-
- if( replay->statehead )
- statedelta = vg.time - replay->statehead->time;
-
- const f64 k_replay_rate = 1.0/30.0,
- k_gamestate_rate = 0.5;
-
- u16 gamestates = 0;
- if( statedelta > k_gamestate_rate || force_gamestate /* or switching */ ){
- gamestates = 1;
- }
-
- if( (delta > k_replay_rate) || gamestates ){
- replay_frame *frame = replay_newframe( replay, gamestates, 0 );
- replay->cursor = vg.time;
- replay->cursor_frame = frame;
-
- player_animation *res = &frame->anim;
- v3_zero( res->root_co );
- q_identity( res->root_q );
- res->type = k_player_animation_type_absolute;
-
- struct skeleton *sk = &player->playeravatar->sk;
- skeleton_decompose_mtx_absolute( sk, res->pose );
-
- memcpy( &frame->board_pose, &player->board_pose,
- sizeof(player->board_pose) );
- frame->time = vg.time;
- v3_copy( player->cam.pos, frame->cam_pos );
- v3_copy( player->cam.angles, frame->cam_angles );
- frame->cam_fov = player->cam.fov;
-
- if( gamestates ){
- replay_gamestate *gs = replay_frame_gamestate( frame, 0 );
- gs->system = player->subsystem;
-
- if( player->subsystem == k_player_subsystem_walk ){
- memcpy( &gs->walk, &player->_walk.state,
- sizeof(struct player_walk_state) );
- }
- else if( player->subsystem == k_player_subsystem_skate ){
- memcpy( &gs->skate, &player->_skate.state,
- sizeof(struct player_skate_state) );
- }
-
- memcpy( &gs->rb, &player->rb, sizeof(rigidbody) );
- memcpy( &gs->cam_control, &player->cam_control,
- sizeof(struct player_cam_controller) );
- v3_copy( player->angles, gs->angles );
- }
- }
-}
-
VG_STATIC void player__pre_render( player_instance *player ){
/* shadowing/ao info */
struct player_avatar *av = player->playeravatar;